- Also fix visual corruption when using disjoint indexed draws
- Refactor draw call emit again (vk)
- Improve execution barrier resolve
- Allow vertex/index rebase inside begin/end pair
- Add ALPHA_TEST to list of excluded methods [TODO: defer raster state]
- gl bringup
- Simplify
- using the simple_array gets back a few more fps :)
- Matching attachments with resource id fails because drivers are reusing
handles!
- Properly sets up stale fbo ref counting and removal
- Properly sets up resource reference test with subsequent removal to
avoid using a broken fbo entry
- Orders flushing to preserve memory at all cost
- Avoids false positive where flushing overlapping sections can falsely invalidate another with head/tail test
- Do not do a full sync on a texture read barrier
- Avoid calling zcull sync in FIFO spin wait
- Do not flush memory to cache from the renderer side; this method is now obsolete
- Defer compilation process to worker threads
- vulkan: Fixup for graphics_pipeline_state.
Never use struct assignment operator on vk** structs due to padding after sType member (4 bytes)
- Adds proper support for vertex textures, including dimensions other than 2D textures
- Minor analyser fixup, removes spurious 'analyser failed' errors
- Minor optimizations for program state tracking
- Adds dead code elimination
- Fix absolute branch target addresses to take base address into account
- Patch branch targets relative to base address to improve hash matching
- Bumps shader cache version
- Enables shader logging option to write out vertex program binary,
helpful when debugging problems.
- Avoid re-locking memory if there is no reason to do so (no draws issued)
- Actively bound regions should always get written to the backing cache
- Forcefully read memory during download if writes to the target have occured since last sync event
- Removes the old depth scaling using an overlay.
It was never going to work properly due to per-pixel stencil writes being unavailable
- TODO: Preserve stencil buffer during ARGB8->D32S8 shader conversion pass
- Some applications (e.g Backbreaker) use an evil hack to resolve MSAA.
The application respecifies a formerly AA region as a region with no AA then performs a framebuffer feedback lookup.
The old memory keeps AA during read, but writes back to itself with AA resolved.
This is evil on several levels but it just happens to work on PS3
- The benefits of FIFO optimizations are huge in some cases.
The optimizations also do not break any tested applications so no need to disable with strict mode
- A debug option is provided to disable this behaviour for testing
- Improves cleanup code to consist of 2 parts, remove then dispose. Remove
does not deallocate the item until dispose is called on it, allowing the
backends to first deallocate external references.
- Caller is responsible for managing list locking and tracking disposable list
of items when external references have been cleaned up before using
dispose method.
- Reimplements the AMD workaround using an identity buffer to avoid the performance hit of doing multiple glDrawArrays for every single compiled set
- Reimplements first/count allocation using a scratch buffer to reduce allocation overhead when large number of draw calls is used
- Improve dirty state tracking affecting program state
- vk: Refactor out transform constants upload into a separate channel to avoid if possible
transform data uploads are quite expensive